Abstract
Recent research work on digital-well being considers it a matter of personal growth and education. Research in social digital well-being, in particular, invites young generations to consider the role of digital technologies for social well-being. It explored how to engage young generations in building socio-technical prototypes and reflecting on the impact of technology on people. This article fits into this broad line of research. It reports on a case study with social design students with no computing background. It invited them to consider the use of computing technologies in their social-design projects, and to reflect critically on their work. The design was structured with an ad hoc toolkit with various building materials, including cards for reflecting, and physical-computing devices for rapidly prototyping design ideas. The purpose of the toolkit is, on the one hand, to structure and constrain the generative design process and, on the other hand, to allow a certain degree of expressiveness and freedom to participants. The article reports the results of the case study and concludes with a discussion of how to engage non-computing experts in such a process, balancing freedom and guidance.